/Engine/Source/Runtime/Engine/Classes/GameFramework/SaveGame.h
Native version of above function, this takes aULocalPlayerand calls a native delegate. False means the load was never scheduled, otherwise it will create and initialize a new instance before calling the delegate if loading failed.
static bool AsyncLoadOrCreateSaveGameForLocalPlayer ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [ULocalPlayerSaveGame](API\Runtime\Engine\GameFramework\ULocalPlayerSaveGame) > SaveGameClass, const [ULocalPlayer](API\Runtime\Engine\Engine\ULocalPlayer) * LocalPlayer, const [FString](API\Runtime\Core\Containers\FString) & SlotName, FOnLocalPlayerSaveGameLoadedNative Delegate )